Sir Gralston | ||
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Class: Paladin |
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Alignment: Lawful Good | Speed: 30 feet | |
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AC: 20/23 | |
Resistances: DmgReduc: 5 vs B/P/S, Res vs Force, immune to Magic Missile, Adv vs Spells | ||
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Initiative: +0
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Other Info | |||
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Lineage: Human |
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AppearanceLooks: Sturdy middle aged human man that has seen many battles and much danger. | Temperament: Gruff and no nonsense. Why say with five words what can be said with none? | Flaws: Old school and very conservative. | |
Traits: Honesty, Courage, Commitment | Ideals: Chivalric Justice, Honorable Warfare, Valorous Daring | Bonds: 'For Heironeous!' | |
Languages: Common, Celestial | Proficiencies: All Weapons, All Armors, Shields, Seigecraft | ||
Gear |
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Attuned: Belt of Stone Giant Strength (STR 23), Brooch of Shielding (Res vs Force, immune to Magic Missile), Mantle of Spell Resistance (Adv vs Spells) |
Lineage | ||
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Human Heroic Inspiration after Long Rest. Perception, Magic Initiate [Cleric]. |
Background |
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Devotee of Heironeous: +2 Strength, +1 Charisma, Intimidation, Survival, Tough. |
Feats |
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Magic Initiate (Cleric):
You know Light and Sacred Flame. You always have Healing Word prepared and can cast it once without a spell slot per Long Rest.
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Tough:
Your maximum Hit Points are increased by 2 per character level.
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ASI:
+2 Charisma.
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Stylish Fighting:
+1 Strength. Defense (You have +1 AC while wearing armor).
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Heavy Armor Master:
+1 Strength. When you are hit by an attack while wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you is reduced by 5.
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Dueling:
When you hit with a 1-handed Melee weapon and hold no other weapons, you gain +2 damage.
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Class: Paladin (Oath of Devotion) |
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Class Features: Lay on Hands (65 Hit Points), Spellcasting (CHA, Spell Save DC: 17), Weapon Mastery (Longsword, Spear), Fighting Style (Dueling), Paladin's Smite (Thunderous Smite), Channel Divinity, Extra Attack, Faithful Steed, Aura of Purity, Aura of Courage, Radiant Strikes |
Channel Divinity: |
Level 3: Channel Divinity: Divine Sense: Bonus Action & 1 Channel Divinity: for the next 10 minutes, within 60 feet of yourself you know the location and creature type of all Celestials, Fiends, and Undead, and also any consecrated or desecrated objects or places. |
Level 3: Channel Divinity: Sacred Weapon: Attack action & 1 Channel Divinity: imbue one Melee weapon you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon. |
Level 9: Channel Divinity: Abjure Foes: Magic action & 1 Channel Divinity (present Holy Symbol or weapon): target up to 4 creatures that you can see within 60 feet. Each target must succeed on a DC 17 Wisdom saving throw. On failure: Frightened condition (1 minute), ends early on creature if it takes damage. While Frightened in this way a creature can do only one of the following on its turns: move, take an action, or take a Bonus Action. |
Cantrips: Cleric Initiate [Light, Sacred Flame] |
Spells: Divine Favor, Provoke Duel, Thunderous Smite |
Spell Slots: 1: 2: 3: 4: |
Subclass Features |
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You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon. |
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Armor and Attacks |
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Armor: Heavy Plate +1 & Shield +1 20/23 AC |
Attacks:
Longsword +1 [Sap] 1h, 5-feet, +12 to hit, 1d8+9 Slashing damage ...plus Radiant Strikes: +1d8 Radiant |
Longsword +1 [Sap] w/ Sacred Weapon 1h, 5-feet, +16 to hit, 1d8+9 Radiant damage ...plus Radiant Strikes: +1d8 Radiant ...20' Bright Light, 20' Dim Light |
Sacred Flame 120-feet, DC 17 Dex save, 3d8 Radiant damage, (no cover bonus) |